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Golden Star (PL9/14)


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Golden Star
Power Level:
9/14 (195/216PP)
Unspent Power Points: 21
Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness, Blast and Paralyze are +1 Attack / -1 Damage instead.

 

In Brief: Star Student turned Future Star Hero

Catchphrase: He wants one but he's still work-shopping it.

Theme: Next In Line - Divide Music

 

Alternate Identity: Michael Adon (Secret)
Birthplace: 
Freedom City

Residence: His Parent's House/Claremont High
Occupation:  Full-Time Student, Part-Time Superhero, Part-Time Everything Else
Affiliations: His Family, Claremont, Sampson's Sodas

Family: His Father, His Mother, his two brothers, and his best friend Sam

 

Description:
Age: 17 (DoB: 2007)
Gender:  Male
Ethnicity: Caucasian
Height:  6'2
Weight:  205lbs
Eyes:  Brown, Orange to Red when Superheroing
Hair: 
Brown, Orange to Red when Superheroing

 

Michael has all the looks of a golden boy; he’s got the broad shoulders and strong arms of the highschool quarterback, the square jaw and well done hair of the class president, the outgoing and happy nature of the most popular kid in class. He’s always wearing something that’s fancy, rather than trendy; he’s the kid who shows up in suits to events, knows how to tie his own tie. He polishes his shoes and irons his own clothes. His Super Suit is a red, white, and gold affair with red boots and shoes, a white bodysuit, and a sun on his chest, with a long, golden cape.

 

History:

 

Backstory

Spoiler

Michael grew up as a kid in a middle-class household who idolized Superheroes like any other kid. But just as much as them, he idolized the politicians that helped them. You couldn’t be the Freedom League if the Government didn’t have people who supported them, after all. Michael never had any illusions about getting powers of his own; if it happened it’d be great, but he wasn’t waiting for it. Instead, he wanted to be a Human Hero. He wanted to be one of those politicians, helping make sure Heroes had what they needed; to be an advocate for them, and for those who were caught up in Supervillain plots. He was a super fan like no other, and had the drive to try and get there.

 

He put in the effort to be good at everything; he worked hard at sports, joined the Junior World Congress, tried to get to know everyone in his classes and be a mediator. That sort of effort can make other people look at you weird, and Michael wasn’t immune to that, but his genuine nature and positive demeanor kept him on the right path, alongside some choice words from his father. “People look at you weird because they don’t know where they want to go, but you’ve got it all planned out.”  People still look at him weird, but it’s not everyone and he doesn’t let the few who do get in the way of the rest of them.

 

One of Michael’s best friends had always been Samantha Sanders, his best friend since childhood. Sam is Michael’s opposite; if he’s High-Strung, she’s Strung-Out, a chronic underachiever, who never had a good direction. Despite this, Sam and Michael have always been good friends; they argued like any friends would, but they’d also always have each other's backs, and when Sam needed some spare cash, Michael was able to parlay his one part-time job into two.

The job was at Sampson’s Sodas, a local micro-soda company popular for weird, off-type soda formulas. They weren’t allowed to do any of the real mixing processes, but they helped bottle, fill up vats, and handled orders. It was a good job for a couple of kids, and the employee discount made them quite popular. But one night, a bunch of thugs from the Power-House broke into the company. It turned out that Sampson’s Sodas had a secondary purpose; attempting to further refine the legendary Manaka Root into even greater super powers. This was all on the up and up, a government contract instead of an attempt to corner the superhero market, but with the Power-House using the root for some of it’s enhancements, a little check on the competition had been considered a good idea. During their attempts to escape, Sam and Michael fell into a vat containing an unfinished prototype, one whose records had still been in the process of being written when the Power-House broke in. The scientist working on it was killed, and after the goons trashed the place and got out, Michael and Sam were rescued.

 

A few days later, recovering in the hospital, the two realized they had super powers. Still developing and burgeoning, they grew fairly powerful, but it was clear they were also still at risk; they had more power than they could safely handle, and no one could figure out the formula they had been dumped in. Their powers came from their cells; every one of them supercharged as if their mitochondria were operating at a thousand times the efficiency. Because of this, they were quickly shifted to Claremont High, in an attempt to make sure they didn’t burn themselves out or seriously injure themselves while getting used to their still-growing powers.

 

Michael took the change with a little shell-shock but good-naturedly. He was going to finally get to be the superhero he always wanted to be. Heck, he could be a Superhero and a Politician. The idea of the first public Superhero Mayor, or maybe even Superhero President, dances in his mind. He was popular in his old school but now he’s coming into a new place where he is a brand new, untested individual, and that’s definitely going to cause some issues, but he’s excited for the challenge and excited to meet new people. Now a Sophomore at Claremont, he has a couple of years left before he can head on to, as he sees it, possibly greater heights, and he wants to make every day count.

 

Year 1 (Sophomore):

 

Adapting to Claremont has come quickly to Michael; he's accomplished it quickly and with as much grace as someone could expect from someone who just suddenly got Superpowers. He's made several new friends- and a girlfriend-, and he is as always striving to be an exemplar. This has come with an increasing inferiority complex as several of the students have shown just how much they outclass him in various ways. He's no longer a big fish in a small pond, he's a regular fish in a massive ocean. Between fighting evil students, monsters attempting to ruin time, fairytale creatures brought to life, men brought out of cursed video game consoles and any number of other things, including alongside a galactic emperor and the strongest being in the universe, Michael has been trying to catch up to what he sees as impossible goals, straining himself more and more each day.

 

Personality & Motivation:
Michael is genuinely the sort of person who who wants to help people and looks on the bright side. His easy-going compassion comes from a gentle life; “It’s easy to be compassionate when you’ve never suffered.” is something that could be leveled at him; but part of why he’s never suffered is he never lets things get him down too much. He might be doing too many things at once, running around as fast as he can to be all he can be, but it’s not caused him to develop a short temper or burn out, yet. He has a vision and is carried forward by it. His time at Claremont hasn't changed his regular personality, but with his new powers, he's become more prone to bouts of rage, especially at his friends being in danger, and that's been coupled with a growing inferiority complex that leads him to try and match up to his mental image of his friends that he feels constantly in danger of being left behind by.

 

Powers & Tactics:
Michael starts almost any interaction with, obviously, an introduction. Since first impressions are important, he makes sure he has a firm handshake and tries to anticipate what the person he’s meeting might want; for kids his age or younger, he’s always got a discount card for Sampson’s stashed on him as a ‘nice to meet you’ gift. For older people, he’s smart enough not to try that unless he knows they have kids or younger relatives. Even when he’s heroing, he keeps to the same ideas; speak from the diaphragm, keep your head up straight, look people in the eye. When he has to fight, he goes for things he learned on the sports field first; tackles, shoulder checks, and some light boxing. He always gives people a chance to find a peaceful resolution first, and never swings unless someone's already swung. As he's gotten used to his powers, he's become more confident in using them, and he's also gained the ability to empower his friends with his own energy.

 

Power Descriptions:
Michael at lower levels of effort doesn’t overtly express his powers; he looks to be a ‘generic’ superhero; he's got flight, super strength, speed, and resistance, his hair and eyes burning somewhere between burnt orange and bright red. When he engages in fighting, or needs to use his full strength, he begins to glow, surrounding him in a corona of red and gold energy. While glowing, there’s a low level humming sound to his actions as he moves, almost like his entire body is vibrating, which it is, as his highly charged cells become more and more active. This also ties into his weakness to strong vibrations or those that find the right ‘resonance frequency’ for him; by focusing vibrations on him, his cells start to vibrate out of sync, crashing against each other.

 

Complications:

Spoiler

Extra-Extracurricular: Michael is the kind of person who will try anything once and is always willing to volunteer for something new, so he can, at times, be pulled in many different directions by conflicting appointments. This also affects his classes and studies; his attempts to maintain a high GPA can conflict with his extracurricular activities, both normal and super heroic.

A Friend Indeed: Michael always wants to be helpful to others and be the ear to listen to their problems or their shoulder to cry on, so if someone asks him for a favor he almost always will do it, as long as it’s not overtly criminal. He generally doesn’t expect anything back for these favors. This can also be taken the opposite way; Michael is so willing to reach out and be a friend that he can sometimes come across as overbearing to others, who might find him too prone to getting in their business. He'd jump in to protect any of his friends and really any classmate, especially Carmen, even though he knows they don't all really need it.

1-800-Call-Sam: Sam is Michael’s best friend, and even when it may not be the best idea, he’d drop anything to help her. Sam’s issues with adjusting to a suddenly different life and brand new world make him even more intent to be there when she needs his help, and when she gets in trouble he’s almost always the first person she calls. Even as their relationship has become more strained, he's still working to preserve it.

Burnt-Out: Michael is less in danger of it than before, but he is still operating on a limited battery, and he's the kind of guy that doesn't take breaks like he needs to. He could end up entering almost any conflict nursing a wound, or run out of juice in the middle of a fight, leading to him losing powers as he's not able to afford the energy to power them.

Red Hot Temper: Michael, despite his cheery attitude, has had several events happen to him that have left marks on him; his mother was severely injured by Gamma the Atom Smasher, and he was at one point kidnapped by a ghostly sorcerer in an attempt to revive his corporal body. His fully powered state also floods his body with adrenaline, heightening his emotional state. This means he can, at time, become quite angry or combative, or have to spend time reigning in his emotions at an inopportune moment. Michael does not enjoy these outbursts and works to control them.

Subject Zero: While Michael got his powers from an A.E.G.I.S. contractor, the underground human modification ring the Power House is the also interested in Michael's powers. As they also use Manaka Root extract, Michael is a fascinating test subject given his highly advanced powers, and the underground doctors and surgeons would almost certainly want to obtain Michael, or samples of his tissue, to try and recreate the formula that was used on him to enhance their own superhero factories. This also functions with his 'sponsor' Sampson's Sodas, who created the formula that empowered him but no longer has access to it; he's one of their only two existing success stories, which means he's still working his part time job and participating in their tests.

Never Good Enough: Michael is suffering under a pretty heavy weight from his interactions with Paradigm, Shooting Star, and Spaceman- along with other heroes- that he thinks he simply isn't good enough to be a hero. This has led to him further taking on more and more burdens and attempting to try and keep up with his mental image of these other heroes.

 


Abilities: 6 + 6 + 6 + 6 + 6 + 10 = 40PP
Strength: 35/16 (+12/+3)
Dexterity: 16 (+3)
Constitution: 34/16 (+12/+3)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 20 (+5)


Combat: 12 + 12 = 24PP
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Attack: +6 Base, +10 Blast/Paralyze
Defense: +6 (+6 Base), +3 Flat-Footed

Grapple: +19-27/+9
Knockback: -10/-1


Saving Throws: 0 + 4 + 6 = 10PP
Toughness: +12/+3 (+12/+3 Con, Impervious 8/0)
Fortitude: +12/+3 (+12/+3 Con, +0)
Reflex: +7 (+3 Dex, +4)
Will: +9 (+3 Wis, +6)


Skills: 72R = 18PP

Bluff 4 (+9)

Diplomacy 14 (+19), Skill Mastery

Gather Information 4 (+9)

Investigation 4 (+7)

Knowledge (Civics) 4 (+7)

Knowledge (Business) 4 (+7)

Knowledge (Current Events) 4 (+7)

Knowledge (Pop Culture) 4 (+7)

Language 1 (Base: English, Spanish)

Notice 7 (+10) Skill Mastery

Perform 4 (Oratory) (+9) Skill Mastery

Profession (Politician) 4 (+7)

Search: 7 (+10)

Sense Motive: 7 (+10) Skill Mastery

Feats: 13PP

Assessment

Connected

Inspire 5

Interpose

Jack of All Trades

Leadership

Luck 1

Quick Change

Skill Mastery (Diplomacy, Notice, Perform, Sense Motive)

Powers: 21 + 18 + 2 + 1 + 1 + 5 + 10 + 10 + 20 + 5 = 93PP

All Powers are Biological, Biochemical, and Kinetic, except the Muay Thai Training, which is Training.

  • Enhanced Strength 19 (to 35/+12, Feats; Alternate Power 2) (The Strength of an Exploding Sun) [21PP]
    • Blast 8 (Feats; Accurate 2, Precise) (Kinetic Beam) {19/19PP}
    • Paralyze 8 (Extras: Ranged (+1), Flaws; Full Round Action (-1), Feats; Accurate 2, Affects Insubstantial 1) (Energy Drain) {19/19PP}
  • Enhanced Constitution 18 (to 34/+12) (The Resilience of an Exploding Sun) [18PP]
  • Flight 1 (Star Powered Flight, 10 mph / 100 feet per Move action) [2PP]
  • Quickness 1 (Explosive Thoughts, 2x) [1PP]
  • Speed 1 (Shining Speed, 10 mph / 100 feet per Move action) [1PP]
  • Super-Strength 1 (Feats; Shockwave, Countering Punch, Super-Breath)  (Solar Might, Effective Strength 40) [5PP]
  • Immunity 10 (Life Support, Hunger and Thirst) [10PP]
  • Impervious Toughness 8 (Feats; Alternate Power 2) (Inner Combustion) [10PP]
    • Quickness 4 (25x) + Speed 4 (100 mph / 1000 feet per Move action) {8PP}
      • Total Possible: Quickness 5 (50x) and Speed 5 (250MPH / 2500 feet per Move Action)
    • Super Senses (Infravision, Ultravision, Microscopic Vision 2, Extended Sight 1, Radio, Ultra-Hearing, Extended Hearing 1) {8PP}
  • Array 8 (Golden Array; 16 points; Feats: Dynamic, Dynamic Alternate Power, Alternate Power) [20PP]

    • Dynamic Base Power: Flight 1-8 (Star Powered Flight, 10-2,500 mph / 100-25,000 feet per Move action) {2-16PP}
      • Total Possible: Flight 9 (5,000 mph / 50,000 feet per Move action)
    • Dynamic Alternate Power: Super-Strength 1-8 (Effective Strength 45-80) {2-16PP}
      • Total Possible: Super-Strength 9 (Effective Strength 80, Light Load: 250 tons, Maximum Load 1,600 tons)
    • Alternate Power: Boost Powers 5 (All Powers at once; 4PP/R, Flaws; Others Only (-1), Feats; Slow Fade 1) {16/16PP}
  • Container 1 (Muay Thai Training) (Training) [5PP]

    • Enhanced Feat; Power Attack {1PP}
    • Enhanced Feat: Takedown Attack 2 {2PP}
    • Enhanced Feat; Improved Initiative {1PP}
    • Enhanced Feat; Move By Action {1PP}

 


Drawbacks: (-3) + (-0) = -3PP

Vulnerability (Vibration; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]



DC Block

ATTACK              RANGE      SAVE                                   EFFECT
Unarmed            Touch        DC 27/18 Toughness         Damage

Blast                   Ranged      DC 23 Toughness              Damage

Paralyze             Ranged      DC 18 Will                           Paralyze

Shockwave        Ranged      Reflex DC 19/Tough 24     Damage

Super-Breath     Ranged      Reflex DC 19                      Trip

 

Totals:

Abilities (40) + Combat (24) + Saving Throws (10) + Skills (18) + Feats (13) + Powers (93) - Drawbacks (3) = 195/216 Power Points

Edited by Thevshi
+7 PP for Aug 2024
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Math broadly checks out!

 

I'm a little curious about this line, from the Impervious Toughness array:

Quickness 1-4 (2-25x) + Speed 1-4 (10-100 mph / 100-1000 feet per Move action) {8PP}

 

Since this array slot isn't dynamic, you don't need to list the range of ranks here - you can just list them at full strength.

 

 

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